Fun Learning Game
- 14 Devlogs
- 85 Total hours
A boss fight that quizzes the user on kindergarten-level English spelling.
A boss fight that quizzes the user on kindergarten-level English spelling.
As a prize for your great work, look out for a bonus prize in the mail :)
I finished the game! :D
Added sound effects for:
The quiz
I finally added real questions! I wanted to focus on spelling for this one, so I used emojis and asked the user how the words representing them were spelled.
Text stuff
Web shenanigans
I wanted to make sure that the game would be available on devices that did not support downloading .exe (like chromebooks, for example).
But uh…that was harder than I was expecting!
I used netlify to create a url after exporting the game for html5. The first issue in business was that the camera was zoomed out when the website was launched, showing the gray blank space of the Godot dimension. This took a bit to figure out, but apparently I had to adjust the stretch mode and aspect in project settings.
The second issue was that the emojis were showing up as white-boxed hex codes in the web version (for some reason!! >:( ). Turns out that I needed a different dedicated font for the emojis so that they could be compatable on all devices. Oh well, haha. At least it’s more accessible! :D
(PS. I’m sincerely sorry for the terrible audio quality in the video, I can’t screen record and the speakers on this computer are outrageous :’) )
I’m so close to finishing the game! First of all, I finished the attack system.
Basically, you answer a certain number of questions under the “attack” button, filling up the bar next to it. When it fills up, you unlock a new weapon. After it cools down, you can use it; but on the first time of cycling through every weapon, only once! As you complete more cycles, though, that increases to twice, then three times, etc.
I also added pixel art to the buttons. I took away the “attack” label of the attack button because the students I tutor don’t know that word yet. Instead, I used an animation in hopes of incentivising them to click it.
The other buttons include:
Which brings me to my next development––when you click those buttons, there’s an actual attack! An arrow animation, a two-arrow animation, a copper sword animation, etc were added to the mix.
I hope to add music, SFX, and maybe simple instructions for the future.
Finally, I implemented a losing and winning screen using the same node in the system, detecting player and enemy health.
I added functionality to the attack system! Now it can:
I also added:
For the future:
I really hope I can finish this game next devlog! Seeya there! :)
I’ve put some of the pixel art into the game, and it’s looking good!
The thing about the prototype is that it didn’t consider scale or size, so I had to change:
However, I also finished:
For the future, I added:
For now, there is no function yet, but this will be used for an attack system. How it will work is that, when you press attack, you are given a question requiring a typed answer. Answering it correctly would send a powerful attack to the enemy, while answering it wrong would decrease your health by a little bit.
Looking forward to implementing this system!
(Also don’t worry, I’ll def add pixel art for the player and the arrows trust :D )
Wowee, I finished the background!
I mostly worked on the tiles and shadows, which I hope makes the environment more immersive and detailed. I also added in some of the complete assets into Godot!
While I still have some pixel art to work on, such as:
Worked on the background environment. Added:
After completing the phoenix (finally), here’s what I finished:
What I’m working on:
What I plan to do after finishing the background:
Besides more pixel art (player, arrows), I want to implement the art into the game! The game’s framework is basically done, though I’ll definitely add more features so that it isn’t so repetitive. I also need to work on the health bars, which is exciting! :)
I’ve finally finished the phoenix! After finishing shading, I separated the key elements—head, body, wings—into different layers so that I could animate easier. Then I used the select tool to move and rotate the parts before fixing up the pixels. Unfortunately the wing feathers look wonky, but I’m not too sure how to approach that.
After implementing ease in and out, here’s what I’ve completed:
What I’ll be working on:
(The video has a clideo.com watermark because I needed to compress the video :( )
Today, I worked more on the phoenix’s wings and legs. I haven’t finished yet, but hopefully I’m close!
Here’s what I’ve done:
This has all been to make the bird look more like a phoenix! I’ve gotten criticism that it looks like a chicken, so I tried to make the proportions more accurate, sharpened the feathers, and tried to make the features fancier.
I am told that it still looks like a chicken! Unfortunately, I’ve decided not to add flames, or make the bird thinner, or make the wings bigger (again), because this has already taken far too long! I haven’t even started animating yet! XD
That’s not to say that these aren’t valid criticisms. These are very good suggestions, but I’d like to move on to other game art, not just the boss.
I plan on finishing the art and at least starting animation, so that I can work on projectiles, the player, the boss health bar, etc! :)
Worked on the beginning boss of the game! I aimed to draw a feng huang — or phoenix — in Aseprite, but whoa, that took a lot more energy from me than expected! I focused on the head and body.
Issues:
Being a beginner in using Aseprite (I usually use pixilart.com) I didn’t remember to save :(
I worked for about an hour on the face, but after my break and returning, I found that my work hadn’t saved!! Lesson learned: save every few seconds :P
Design:
What I should work on:
)I wonder how long that will take…haha…
I finished the player health bar in Aseprite!
Design choices:
Animation
I wanted the animation to be simple, so it wouldn’t distract from the main game, but easy for the viewer to locate when needed. So I created a shiny light that travels across the bar using easing in, easing out, and smear frames! The plan is for this animation to occur from time to time, reminding the player of their health while also not being too distracting.
Where is the actual red health?
Now I have implemented a sort of “quiz” system.
Added features:
Features needed to be added
After getting the gist of Godot from Brackey’s tutorial, I decided to switch gears to a boss-fight type of game!
What I added:
Why these features?
Here’s the plan:
I hope this makes learning English fun, but slightly fast-paced. Clearly I still have a lot to add! :)
Learned how to use Godot from the classic Brackeys tutorial: adding player movement, idle animation, tile set (testing), one way platforms, and moving platforms. Also created little tiger character as player! Need to add death, walking animation, better physics, and collectibles. Was hard for me to understand scenes and nodes but very rewarding in the end! :) Also planning to add the educational elements soon…